Unable to package with a Media Player On End Reached event in a Level Blueprint

Media Framework - Sep 19, 2018

If a Media Player's "On End Reached" event is present in a Level Blueprint, even if it is not being used, packaging the project will fail. An error is thrown and a callstack is given. Please see the ...

Calling UHierarchicalInstancedStaticMeshComponent::AddInstance multiple times causes crash

UE - World Creation - Worldbuilding Tools - Foliage - Jan 16, 2019

Calling UHierarchicalInstancedStaticMeshComponent::AddInstance multiple times causes multiple BuildTrees to be created and run asynchronously at the same time. Tested in 4.21(CL - 4613538) How t ...

Incorrect Skysphere Material Reflection with Ray Tracing

UE - Graphics Features - Lumen - Mar 5, 2019

The reflected Sky material looks blurry and low res when set to unlit, however setting the material to Default Lit has the correct reflection. Even though the reflection is correct the lighting brea ...

GetKnownPerceivedActors doesn't stop calling when specified AISense should be forgotten

UE - AI - Mar 17, 2019

There is a difference in implementation and set of checks that are made in GetKnownPerceivedActors() depending on if you use specific SenseClass or leave it as nullptr (so it will return info for al ...

Dynamically Created Render Target Does Not Work in Packaged Project

UE - Graphics Features - Mar 27, 2019

Dynamically created render targets do not work as expected when packaged for windows. If it is replaced with a static render target, it works fine. Found in 4.20 CL# 4369336, 4.21 CL# 4753647, 4.22 ...

DevelopmentServerLauncher.exe loops whenever the editor is open even if no iOS devices are connected

UE - Platform - Mobile - Apr 29, 2019

A user has reported that DeploymentServerLauncher.exe will continue to poll for devices even if no iOS devices are connected. I am under the impression that this is so that Windows can poll for iOS ...

UnrealHeaderTool is always executed in a Code Project from an InstalledBuild

UE - Foundation - Cpp Tools - UnrealBuildTool - Apr 23, 2019

UnrealHeaderTool is always executed in a Code Project from an InstalledBuild Discovered during the verification of [Link Removed], as stated when verifying that issue, this issue only occurs in Bin ...

Crash when opening a new level while opening Editor Utility Widget after opening and closing it multiple times

Tools - Jun 4, 2019

Crash when opening a new level with reopened EditorUtilityWidget after opening and closing it multiple times. The cause of this issue is that UEditorUtilityWidgetBlueprint :: UpdateRespawnListIfNee ...

Compiling Child Blueprint and editing child component's class value, results in parent component's value being changed under certain compile conditions.

UE - Gameplay - Jul 2, 2019

Compiling Child Blueprint and editing child component's class value, results in parent component's value being changed under certain compile conditions. "This is because they're now pointing to t ...

Plugins are not creating shipping versions on package on Mac 4.23 Preview

UE - Foundation - Cpp Tools - Jul 15, 2019

When you try to package a plugin on Mac in 4.23.0 Preview 1 there is no Shipping folder generated. This was verified to not happen in 4.22.3 (via Epic Launcher). Found in 4.23.0 Preview 1 CL# 72363 ...